000 | 04905nam a2200577 i 4500 | ||
---|---|---|---|
001 | 8648148 | ||
003 | IEEE | ||
005 | 20220712204933.0 | ||
006 | m o d | ||
007 | cr |n||||||||| | ||
008 | 190320s2019 mau ob 001 eng d | ||
020 |
_a9780262351249 _qelectronic bk. |
||
020 |
_z0262351242 _qelectronic bk. |
||
020 |
_z9780262039352 _qprint |
||
035 | _a(CaBNVSL)mat08648148 | ||
035 | _a(IDAMS)0b00006488b31c17 | ||
040 |
_aCaBNVSL _beng _erda _cCaBNVSL _dCaBNVSL |
||
050 | 4 |
_aGV14 _b.S44 2019eb |
|
082 | 0 | 4 |
_a790.01 _223 |
100 | 1 |
_aSharp, John, _d1967- _eauthor. _925573 |
|
245 | 1 | 0 |
_aFun, taste & games : _ban aesthetics of the idle, unproductive, and otherwise playful / _cJohn Sharp and David Thomas. |
264 | 1 |
_aCambridge : _bMIT Press, _c2019, |
|
264 | 2 |
_a[Piscataqay, New Jersey] : _bIEEE Xplore, _c[2019] |
|
300 | _a1 PDF (256 pages). | ||
336 |
_atext _2rdacontent |
||
337 |
_aelectronic _2isbdmedia |
||
338 |
_aonline resource _2rdacarrier |
||
490 | 1 | _aPlayful thinking | |
505 | 0 | _aIntro; Contents; On Thinking Playfully; Preface; I -- Finding the Fun; 1 -- The Search for Fun; Set-Outsideness; Ludic Forms; Ambiguity; II -- Fun; 2 -- Reclaiming Fun; 3 -- The Problem with Fun; The Language of Fun; How to Talk about Fun in a World without "Fun"; Fun en Espa�nol; The Scientific Pursuit of Fun; The Ambivalence of Fun; 4 -- Fun in the Age of Consumerism; Hedonic and Eudaimonic Experiences; Smaller Aesthetics; Fun in the Age of Consumerism; 5 -- The Aesthetic of Meaningful Choice; Computer Science; Cybernetics; Systems Dynamics; Game Theory; The Creation of the Aesthetic of Meaningful Choice | |
505 | 8 | _aIn Pursuit of First PrinciplesCodification and Education; Theorizing Games; Connecting the Dots; 6 -- Electric Kool-Aid Playground; III -- Taste; 7 -- Peeling Back the Layers of Taste; Choice of Games (Genre); Play Styles; Play Communities; Culture Reflects Back; 8 -- Monopoly, Taste, and Games; 9 -- Duchamp + Chess; 10 -- The Curious Case of Myst; 11 -- We the Gamers; Disaster Box Seats; Gamergate Gets Personal; The Monster Rises; The Blame Game; IV -- Games; 12 -- Fun in Games; 13 -- Coming to Terms with Basketball; 14 -- Making Friends in a Robot Playground; 15 -- Go East (or West or North or South); Notes | |
505 | 8 | _aPrefaceChapter 1; Chapter 2; Chapter 3; Chapter 4; Chapter 5; Chapter 7; Chapter 8; Chapter 9; Chapter 10; Chapter 11; Chapter 12; Chapter 13; Chapter 15; Bibliography; Index | |
506 | _aRestricted to subscribers or individual electronic text purchasers. | ||
520 | _aReclaiming fun as a meaningful concept for understanding games and play. "Fun" is somewhat ambiguous. If something is fun, is it pleasant Entertaining Silly A way to trick students into learning Fun also has baggage--it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games , John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games--the aesthetic goal that we measure our experiences and interpretations against. Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues--from workplace bingo to Meow Wolf, from basketball to Myst , from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games. | ||
530 | _aAlso available in print. | ||
538 | _aMode of access: World Wide Web | ||
588 | 0 | _aPrint version record. | |
650 | 0 |
_aGames _xPhilosophy. _924141 |
|
650 | 0 |
_aAmusements _xPhilosophy. _925574 |
|
650 | 0 |
_aPlay (Philosophy) _924142 |
|
650 | 7 |
_aAmusements _xPhilosophy. _2fast _925574 |
|
650 | 7 |
_aGames _xPhilosophy. _2fast _924141 |
|
650 | 7 |
_aPlay (Philosophy) _2fast _924142 |
|
655 | 4 |
_aElectronic books. _93294 |
|
700 | 1 |
_aThomas, David _q(L. David), _eauthor. _925575 |
|
710 | 2 |
_aIEEE Xplore (Online Service), _edistributor. _925576 |
|
710 | 2 |
_aMIT Press, _epublisher. _925577 |
|
776 | 0 | 8 |
_iPrint version: _aSharp, John, 1967- author. _tFun, taste & games _z9780262039352 _w(DLC) 2018022651 _w(OCoLC)1048020499 |
830 | 0 |
_aPlayful thinking (Cambridge, Mass) _925578 |
|
856 | 4 | 2 |
_3Abstract with links to resource _uhttps://ieeexplore.ieee.org/xpl/bkabstractplus.jsp?bkn=8648148 |
942 | _cEBK | ||
999 |
_c73582 _d73582 |